World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: kid1293 on June 02, 2019, 07:17:51 AM

Title: Kid - Settlers V1.10
Post by: kid1293 on June 02, 2019, 07:17:51 AM
Kid - Settlers V1.10



https://worldofbanished.com/index.php?action=downloads;sa=view;down=564

Kid - Settlers V1.10

A mod with a certain style.
Most buildings come in 3 textures with a close match to each other.

!!
I have fixed a missing description for fur.
Same name as the mod. Download again.

V1.01 - Fixing the too-expensive mill

V 1.10 Optimized all textures! Added a few deco rugs on the washinglines.

(https://worldofbanished.com/gallery/2582_30_12_23_8_42_46.jpeg)

Abandoned's blog with pictures (http://worldofbanished.com/index.php?topic=3011.0)
Check here for more pictures (http://worldofbanished.com/index.php?topic=2993.0)

Housing
2 Huts 3x3 for 3 bannies - work=24 wood=16
3 Cottages 4x4 for 5 bannies - work=42 wood=30
2 Manor 5x4 for 7 bannies - work=62 wood=42

Storage
Barn 5x6 - work=62 wood=32 Storage=9000
Small Barn 3x3 - work=28 wood=20 Storage=3200
Shed 1x1 plus road - work=18 wood=8 Storage=800
Market 7x5 - work=32 wood=20 Storage=5200
Trader 4x5 - work=48 wood=24 Storage=12000 (no livestock)
Warehouse 7x3 - work=42 wood=20 Storage=7200

Service
Meeting Hall 5x4 - work=52 wood=32
Well 1x1 - work=60 stone=24 Nomads 0/2/5/10/20/50/100%
(I removed the well function from nomad wells. It could cause a crash)
Hospital 5x4 for 13 bannies - work=62 wood=42
Chapel 5x7 for 120 bannies - work=68 wood=44
School 6x5 for 24 bannies - work=62 wood=42

Resource
Smith 5x4 - work=42 wood=24 stone=12 Iron/Steel tools
Seamstress 5x4 - work=48 wood=40 Leather/Linen/Wool/Fur clothes
Baker 5x3 - work=48 wood=40 Bread and Jelly Bun :)
Mill 5x5 - work=64 wood=42 Wheat/Corn/Oats/Wild Oats
Nut Grove 3x3 - work=28 wood=20 radius=18 Walnut Tree Forester
Gatherer 5x3 - work=28 wood=20 Collects Vanilla/New Flora/Walnuts
Herbalist 4x4 - work=32 wood=22 radius=30
Hunter 3x3 - work=28 wood=20 radius=24
Animal Shed 6x4 - work=32 wood=22 Egg/Milk/Wool
Fisherman 4x2 plus road - work=32 wood=20 radius=14
Fenceless Pasture min 4x4 max 32x32 free to build

Patch
Flax 4x4 plus road - work=16 wood=2
Herb 4x4 plus road - work=16 wood=2
Berry  4x4 plus road - work=16 wood=2

Deco Free to build
Flower Bed min 1x1 max 15x15 - Non-Walking Area for decorations.
(Ghosted Deco) - Chamomile/Flax/Hollyhock/Morning Glory/Lavender/Oleander
Scarecrow/Cart/Swing/Washing Line/Cross for Chapel

Path
Blocking Dirt Path - 1 work - Bannies some time walk here but mostly avoid it.
  Dirt matches the other dirt roads and blends seamlessly.
Dirt Path - 1 work fast
Wood Path Grass - 1 wood - faster - Wood Steppers with grass under
Wood Path Dirt - 1 wood - faster - Wood Steppers with dirt under
Stone Path Grass - 1 stone - faster - Stone Steppers with grass under
Stone Path Dirt - 1 stone - faster - Stone Steppers with dirt under.

Hedge Sets
Two sets of one-tile hedges with 16 variants each.
The angled hedges won't block. I have added an 'Empty Square' which
can be used to block passing.

...

Did I miss something? :)
Oh, I added a Gather Walnut button to the vanilla Remove toolbar.
Many of the deco plants disappear during winter. You have to wait for spring
to see where to place them.
Title: Re: Kid - Settlers V1.0
Post by: wiscoke on June 02, 2019, 10:25:50 AM
great mod!! this will be perfect for with the north 6
Title: Re: Kid - Settlers V1.0
Post by: Glenn on June 02, 2019, 04:26:56 PM
Oh my goodness, so much stuff  -- great work
Title: Re: Kid - Settlers V1.0
Post by: moonbelf on June 02, 2019, 05:27:36 PM
@kid1293 Is this also available on Steam? Couldn't find you there.
Title: Re: Kid - Settlers V1.0
Post by: kid1293 on June 02, 2019, 10:12:51 PM
Thanks all! :) Glad you like it!

I am not on Steam.
Title: Re: Kid - Settlers V1.0
Post by: Kristahfer on June 03, 2019, 11:20:54 PM
@kid1293 I really like your new mod. I have notice that your patch for Flax generates a new class of Flax. The new Flax is not used in the Weaver in the Colonial Charter J mod. Additionally your new Tailor make Linen clothes with is also a new type of clothing. Am I doing something wrong or was it your intention to have these differences?


Love this new mod, thank you for the fantastic work.


Title: Re: Kid - Settlers V1.0
Post by: kid1293 on June 03, 2019, 11:26:08 PM
I have always stayed with tanypredator's flax and linen clothes.
CC and RKEC will need their own tailors to use their flax.
There is a flax patch available somewhere that tries to sort things out
but I am not sure it covers RKEC.
Search Necora's mods for the patch. It should work with CC.
Title: Re: Kid - Settlers V1.0
Post by: Kristahfer on June 04, 2019, 04:58:17 PM
Thank you.... @kid1293 for your quick response.
Title: Re: Kid - Settlers V1.0
Post by: taniu on June 05, 2019, 04:49:56 AM
@kid1293 :D :D :D Thank you very much, fantastic homes, I love small houses, small villages, a large forest around and orchard. Cheers
Title: Re: Kid - Settlers V1.0
Post by: kid1293 on June 05, 2019, 05:19:08 AM
You are welcome @taniu ! :)
Title: Re: Kid - Settlers V1.0
Post by: kid1293 on June 25, 2019, 12:39:26 AM
Thanks to the tenacity of @child_of_air I found a missing description for fur.
I have fixed it and uploaded again with the same name.
The error is not game-breaking but still very annoying.
It won't show up if you have any start mod with furry animals :)

Download the mod again and just replace.
Title: Re: Kid - Settlers V1.0
Post by: banishedsanni on July 01, 2019, 08:38:39 AM
Does anyone know how to make FLAX from Kid Settlers work with CC's Mega Mod or the other way around?
Necoras Flax Patch doesnt work :(
Title: Re: Kid - Settlers V1.0
Post by: brads3 on July 01, 2019, 09:21:21 AM
can't be done. you will gave multiple flax in the inventory. if i use them a at the same time, have at least 3 flax. you can move KID's mod above the CC just to be safe that it is loading. if you ran a debug test on the inventory, you should show several flax. i am sure you are  aware that the flax do not always interchange. whichever mod made the flax is the 1 to use to process it. same thing happens with some other items also depending on mods you use. CC maple sap is not the same as PINE mod nor KID's.   
Title: Re: Kid - Settlers V1.0
Post by: Nes088 on July 05, 2019, 02:55:52 AM
Wow I love this mod! Looks so nice and cozy, works great with some of your deco mods!
Title: Re: Kid - Settlers V1.0
Post by: kid1293 on July 05, 2019, 05:03:05 AM
Thank you @Nes088  :) I really wanted that cozy feeling to come through.
Like @Abandoned said - A village garden.
Title: Re: Kid - Settlers V1.0
Post by: Goblin Girl on August 01, 2019, 11:47:40 AM
I downloaded this a couple weeks ago and have been playing with it.  I love these buildings so much!  I think they go nicely with the houses you made that match the bakery.  I don't remember what the official name of that set is, but I think of it as Pie Town because the icon has a pie and a building on it.

I wish you would re-skin your Wind Sawmill to match this set.  Or you know, just give it a couple f-key variants.  I'm sure you've got other things on your plate, @kid1293 , but I mention this in case you're needing some other work to do.  :D

Great work!
Title: Re: Kid - Settlers V1.0
Post by: kid1293 on August 01, 2019, 02:38:47 PM
Hi @Goblin Girl !
I wish I could say I would do it but I really want that Wind Sawmill to be unique.
It has a place now and I will not change it or add to it. I am sorry, really.

Another thing is The Settlers is such a big mod. I hope it can give some satisfaction
even without a Sawmill. (why change something that works fine)  ;)
Title: Re: Kid - Settlers V1.0
Post by: Goblin Girl on August 02, 2019, 09:45:09 AM
That's fine.  I love your sawmill just as it is.  I'm just a match-aholic.
Title: Re: Kid - Settlers V1.0
Post by: MarkAnthony on October 02, 2020, 06:51:33 PM
Hi @kid1293

I've been using your new Native mod in my last couple of games and I paired it up with your Settlers mod. I was wondering, If I use the Harvest Trees button on your Nut Grove will it remove only the vanilla trees or your walnut trees as well? In the winter when the leave are fallen and the trees are bare I try checking and I see some trees are missed with the Harvest Trees button but I wanted to double-check with you to be sure.

EDIT: And if I did remove all of the vanilla trees from the Nut Grove, the Nut Grove Forester would still chop down walnut trees for logs, right?
Title: Re: Kid - Settlers V1.0
Post by: kid1293 on October 02, 2020, 08:39:45 PM
Hi @MarkAnthony ...and Good Morning.

Yes, the Nutty Forester only plants and harvests nut trees but if there is a vanilla tree
where goes, he will cut that too.
Title: Re: Kid - Settlers V1.01
Post by: kid1293 on November 12, 2020, 02:52:12 AM
And here is another fix for the mill.
V1.01 makes it worth using the mill.
Title: Re: Kid - Settlers V1.01
Post by: john_doe101274 on July 19, 2024, 06:53:16 AM
I know you are in semi-retirement mode, but I have identified something of note. Not a bug per se, but the roads here (which are awesome, thanks) use the same road numbers as DS Roads, thus each will overwrite all other roads of the same number if both are installed.

Roads from Kid Settlers overwrite DS Roads (and vice versa) as follows (I tested this in MM8 but I assume it is the same numbering in standalone DS Roads v4):

Blocking Dirt Path   = Wood Road 01 Alt45
Dirt Path      = Wood Road 01 Alt90
Wood Path Grass   = N/A
Wood Path Dirt      = Wood Road 03
Stone Path Grass   = Wood Road 02
Stone Path Dirt      = Wood Road 01 Alt135

 I don't have the numbers for EB Roads V17005 or RK City Roads v2.2b, but

Here is a pertinent quote from Kralyerg:

"You know how you can build a Stone Road directly on top of a Dirt Road, but not the other way around?  That's because roads have a hierarchy system where some roads can be built on top of others.  It's a numbered system, where the lower numbered roads can be built directly on top of higher numbered roads.

Here's some numbers.


-Colonial Charter AND VANILLA ROADS:

Red Brick Road    4

Brick Road    5

Quay Road    6

Moss Road    9

Stone Road    10

Sandstone    11

Gravel Road    12

Soil Road    14

Country Road    19

Dirt Road    20



-COLOR ROAD MOD:

White Road    22

Black Road    23

Brown Road    24

Purple Road    25

Blue Road    26

Green Road    27

Yellow Road    28

Orange Road    29

Red Road    30



-GRASSY ROAD MOD:

Gravel Road    38

Sandy Road    39

Sand Road    40

Desert Road    41

Plantation Road    42

Pasture Road    43

Crop Road    44

Swamp Road    45

Marsh Road    46

Verdant Road    47

Grass Road 3    48

Grass Road 2    49

Grass Road    50

Transparent    51



-DS ROADS MOD by Discrepancy:

Wood Roads

110-115


Stone Roads

120-139


Gravel Roads

150-154


Wood Chip Roads

160-161


Dirt Roads

170-177


Grass Roads

190-192


Garden Patch Road   

195



-End of Roads Mod by WinTin:

Dirt Road

900-914


Stone Roads

930-944


Earth Roads

960-974



So remember. The lower the numbers can be built right on top of higher numbers.

Side note: If two different roads accidentally have the exact same numbers (which has happened), then when you build a single square of the second road, every square of the first road will instantly turn in to the second road.  It's a weird thing the game does when it gets confused about which road you're laying because of the hierarchy numbers."
Title: Re: Kid - Settlers V1.01
Post by: kid1293 on July 19, 2024, 09:38:06 AM
Hi.
I wasn't aware of the CC numbers when I made the mod.
If I feel it is needed, I will look into it.
Up until now, it is only you who has commented.

Yes, semi-retired... :) :)
Title: Re: Kid - Settlers V1.01
Post by: john_doe101274 on July 19, 2024, 09:45:32 AM
I personally can work around it since I don't use those particular DS roads (often). I am debugging a bunch of stuff and posting findings in places where they might be useful. I really appreciate your monumental efforts over the years.
Title: Re: Kid - Settlers V1.01
Post by: kid1293 on July 19, 2024, 01:16:57 PM
@john_doe101274
Somehow it wasn't an obsession, it was a fun hobby.
I am glad that you like the job that has gone into it.
I have found peace with being retired. I always hope
there will come more modders.

If there is anything in the source code you need,
tell me and I can send it over. :)

Title: Re: Kid - Settlers V1.01
Post by: john_doe101274 on July 19, 2024, 01:58:06 PM
I do a little modding, but I can't do the models. If you send me the source I can make a personal fix for myself like I did with KidForestTrader and let you know what road numbers didn't conflict with anything (looks like the 140 range might be free).